Refactor game state management to use a unified Stat system and update UI labels for production and corruption
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@@ -5,9 +5,7 @@ namespace ParasiticGod.Scripts.Core.Effects;
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[GlobalClass]
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public partial class ApplyBuffEffect : Effect
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{
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public enum BuffTarget { FaithGeneration }
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[Export] public BuffTarget TargetStat { get; set; }
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[Export] public Stat TargetStat { get; set; }
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[Export] public float Multiplier { get; set; } = 2.0f;
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[Export] public double Duration { get; set; } = 30.0;
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@@ -21,4 +19,9 @@ public partial class ApplyBuffEffect : Effect
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gameState.ActiveBuffs.Add(newBuff);
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}
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public override string ToString()
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{
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return $"Apply Buff: x{Multiplier} to {TargetStat} for {Duration} seconds";
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}
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}
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